x3kj 1212 Posted January 7, 2014 (edited) Can Somebody help me? My custom unit freezes the game if something fires at it :oh: I used the example model and "B_Soldier_base_F" from characters_f/Blufor/config as guides and i can't find the error... class CfgPatches { class k_modmain { units[] = {"S_Test_autogun"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[]={"A3_Characters_F"}; }; }; class UniformSlotInfo; class CfgVehicles { class Man; class CAManBase: Man { class AnimationSources; class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[]={1,0.1,0.1}; }; class S_Human_Base: SoldierWB { _generalMacro="S_Human_Base"; expansion=1; identityTypes[]={"LanguageENG_F","Head_NATO","G_NATO_default"}; icon="iconMan"; portrait=""; picture=""; faceType = Man_A3; /// this soldier is going to use standard faces vehicleClass = Men; /// Should be listed under Men scope=0; nakedUniform="U_BasicBody"; uniformClass="U_B_CombatUniform_mcam"; /// standard uniform used by this soldier, there is a special one defined later class UniformInfo { class SlotsInfo { class NVG: UniformSlotInfo {slotType=602;}; class Scuba: UniformSlotInfo{slotType=604;}; class Googles: UniformSlotInfo{slotType=603;}; class Headgear: UniformSlotInfo{slotType=605;}; }; }; model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; hiddenSelections[]= {"Camo"};/// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter hiddenSelectionsTextures[]={"\a3\characters_f\blufor\data\clothing1_co.paa"};/// what texture does this soldier use for camo selection class HitPoints: HitPoints { class HitHead:HitHead {armor = 1;}; /// default soldier doesn't have any head armour, uses helmet class HitBody:HitBody {armor = 1;}; /// default soldier doesn't have protective uniform on body, uses vest class HitHands: HitHands {armor = 1;}; /// some protection for hands by uniform class HitLegs: HitLegs {armor = 1;}; /// some protection for legs by uniform }; class Wounds { tex[]={}; mat[]= { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; ///AI accuracy=2.3; sensitivity=3; camouflage=1.4; minFireTime=7; cost=100000; canCarryBackPack=1; }; class S_Base: S_Human_Base { side = 1; faction = BLU_F; genericNames = "NATOMen"; scope=0; camouflage=1.2; cost=90000; weapons[] = {"Throw", "Put"}; respawnWeapons[] = {"Throw", "Put"}; Items[] = {"FirstAidKit","FirstAidKit"}; RespawnItems[] = {"FirstAidKit","FirstAidKit"}; linkedItems[]={"G_helmet_type1_test","V_Rangemaster_belt","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[]={"G_helmet_type1_test","V_Rangemaster_belt","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; uniformClass="U_B_CombatUniform_mcam_tshirt"; model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; modelSides[] = {3, 1}; }; class S_Test_autogun: S_Base { scope=2; _generalMacro="_Test_autogun"; displayName="_Test_autogun"; uniformClass="U_B_CombatUniform_mcam_vest"; uniformAccessories[]={}; weapons[]={"W_autogun_agrip_t2","Throw","Put"}; respawnWeapons[]={"W_autogun_agrip_t2","Throw","Put"}; magazines[]= {"M_autogun_825x53_Test1_20Rnd"}; respawnMagazines[]= {"M_autogun_825x53_Test1_20Rnd"}; }; }; Edited January 7, 2014 by Fennek Share this post Link to post Share on other sites
Redphoenix 1513 Posted January 7, 2014 I have this problem if my GeoLOD is not setup properly. Please check this first. Share this post Link to post Share on other sites
x3kj 1212 Posted January 7, 2014 (edited) found it it was a false alarm, the freezing was caused by a faulty gun model, it wasn't complete. I think it was that it lacked usti&konec hlavne in the model and config. The soldier config was correct. Edited January 7, 2014 by Fennek Share this post Link to post Share on other sites